Last Epoch

Last Epoch Dev Tracker




15 Feb

Comment

Originally posted by DeviousAlpha

Once you're done squashing the big can you share how much deeper it went? Maybe a showcase of silliness that was possible but we all missed? That's be great fun.

I kinda don't want to show the ways it can be abused until the fix actually rolls out and that won't be until April. But if you remind me, sure thing.

Comment

Originally posted by Nekroshade

Was it caused by the addition of mana cost on that node or the shadows, or something else entirely?

A combination of those and something else entirely.

Comment

Originally posted by Nekroshade

Sad/glad I could contribute to the destruction of a glorious bug

It was a really sneaky one. Just had to move one line of code.


14 Feb

Comment

Originally posted by Nekroshade

Using Puncture with World Splitter equipped seems to semi-permanently increase the aoe of some skills with "area" tag. The bug persists between monolith echoes but not floors of a dungeon. There is no time limit, and maybe no size limit, though the increase in size slows down the bigger the aoe gets.

Puncture does not appear to benefit from the size increase, and instead it acts like the size increase gets stolen by other skills.

Unequipping World Splitter does not remove the size bonus, so you can use other weapons with the turbo AOE. This does stop the size from continuing to grow, and just keeps it at wherever you stopped,

Shrines also benefit from the bug, and maelstrom for example gets gloriously huge, bigger than the screen.

Sorry if this has been reported already, and doubly sorry if it hasn't and I just exposed your beautiful build/exploit! u/ekimarcher let me know if you need any more info.

Imported charac...

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Well, I'm glad you already apologized to everyone else because this was not on the radar and I have figured it out. It's caused by the way Penumbral Ambush and World Breaker interact. Today was the last day.

edit: the rabbit hole goes deeper, this was actually really good to catch, thank you.

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We agree and their spawn rates are reduced for Season 2!


10 Feb

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Originally posted by AceWissle

slamming my lights and camera into the ceiling (yes that happened).

Wait, what? Is it a standup desk that you can lower and raise or how did that happen?

Yup that's exactly it


08 Feb

Comment

Originally posted by MoochiNR

Glad to hear you’re almost set up. 

Would like to ask, is there somewhere you announce when you’re going to be streaming ahead of time? Like twitter or the discord? 

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I think a tweet goes out. It's supposed to be like 49 Fridays a year. Christmas break was very awkward this year and now my move has thrown a wrench in the works. I will try and use the twitch calendar better.

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<3

I wish I could have done the stream this week. I had only planned to be away for 1 and the timing was just terrible.

I almost have everything set back up. It should be good to go by Tuesday so plenty of time for next Friday. I'll finally be out of my teeny tiny office and I won't have to worry about my desk slamming my lights and camera into the ceiling (yes that happened).

We had also planned to have a replacement on the 1st week but we had some technical difficulties getting it set.


05 Feb

Comment

Originally posted by Chrozzinho

What im missing is currently is more complex stuff in general.
The base crafting system is great, but I feel more crafting systems, ways to manipulate items, etc, would be very welcomed.
I'd like to see what they do with the skill system, from what I remember they had some interesting things on the roadmap about empowering certain skills? Looked cool.
Basically anything that adds complexity in the lategame. Bas

Oh boy are you going to like Season 2...

Comment

Originally posted by MoochiNR

I think they have in the form of EHG community manager Reddit posts, but nothing concrete and in a “we’re working on it” way. 

Though I think it was to better filter for items (which would help with price checking). 

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We're working on it.

We have updates to it coming down the pipe and more a little farther down the pipe.

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Originally posted by BellacosePlayer

We're looking for a die-hard ARPG fan

That's me. I even got my money's worth out of launch Wolcen lol.

who is well versed in C#

10 years experience with .net 👉😎 👉

And that's professional experience, not "I built an array in C# in college" experience.

and Unity

I have Years of indie experience in Unity, with a published game on steam even. If you ever want to scrap the silly 3d fad and put the entire game on the UI layer with Images/Rawimages, I'm your man. But don't tell my current boss. I've been reading up on this "overemployment" concept, and I'm intrigued.

Oh, don't call you, you'll call me? Awesome.

I laughed. Send in an application if you’re interested! I’m going through these personally.


04 Feb

Comment

Originally posted by Arrcival

Very interesting, would that position work for a >5y C# dev, personal experience with unity and game dev but no professional one ? I feel like that may be a turn down but I still feel like I should give it a go !

Possibly! You'd be screened for a code quality assessment. Do you have a ton of experience in playing ARPGs? Send an application in.

Comment

Originally posted by Akkuma

If you all needed any web app or related things like first party APIs etc I'd be interested as I'm a very senior engineer. Unfortunately, never been in the game industry otherwise. ARPG creds, godly plate of the whale wearer.

```ARPG creds, godly plate of the whale wearer```
Sounds like a sign on bonus is due =D

No, unfortunately this is an in-engine role working closely with the design and dev team

Comment

Originally posted by FrozenSentinel1

Sounds like a cool position.

As a non game dev I find it really interesting that it falls under the design department when it sounds like a dev role, I'm guessing the C# portion is more configuration heavy using existing tools? Or would this role be truly interdisciplinary and also be responsible for extending logic to support new items / skills, etc. in addition to actual "design" stuff, animations, etc.?

Best of luck to the candidates :)

We find that people that come into this sort of role at the studio are good at, and want to work on, nearly all things that modify gameplay, character progression, etc. We've had developers in this role previously that had less of an understanding of the game systems and mechanics and it's painful because the team has to explain things constantly... why things will work together, why they wont, how they feed off each other, why we can't do that thing because that one unique item, etc.

It's just much more efficient and enjoyable when we have people who love and know the game systems developing them without the separation that many studios have of throwing a design document over the wall to a developer. Luckily, the ARPG community is a great place to find solid developers and because people who love these games play them for hundreds/thousands of hours they often organically have some design sense.

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Originally posted by voxa91

Is there any chance to be hired as a remote developer?

Yes. However, there is zero chance of being hired as an in-person developer. Hah.

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Originally posted by apollo19457

I hope this is you guys expanding and not replacing people who left/fired

Yep! Just expanstion. We actually just hired another for the same role about a month ago and we've seen it be so impactful that we're wanting to bring in another. For one of the systems we have coming we definitely can use the man power.

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Originally posted by _Repeats_

He's being diplomatic in saying there are a ton of laid-off game devs with experience right now. I don't see junior roles coming back anytime soon unless you form your own studio like they did...

There's defintely a lot of talent available right now due to the state of the industry. However, especially for this role, a stacked resume is not what Im looking for. I need someone that eats, breaths, and sleeps ARPGs and knows how to code in Unity... industry experience is a distant third variable if that.

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Originally posted by Guitarplay825

What’s the salary, and why isn’t it listed on the job description?

Ranges based on multiple factors like experience, geolocation which have wide ranges of cost of living, etc. Pay bands are in-line with what you'd find at a local AA or triple-i studio though. It's not to be sneaky, lowball, or anything like that.

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Originally posted by Winter_Ad_2618

Do you guys ever hire entry level positions?

We haven't in a while and admittedly I don't currently see upcoming junior roles. We had a lot of junior people who just loved ARPGs back in the early days with our little bag of Kickstarter and Early Access sales money. Now that we've grown we're focused on leveling up the team and staffing with vetted talent these days. But, I still prioritize love and passion for the genre over nearly everything. I can nearly always find both.